This is the presentation used for a term project for COM 558: U.S. Digital Media Law & Policy (Winter '08) in the University of Washington’s MCDM program. Presentation by Jeremy Snook.
This document summarizes the history of home game consoles from 1968 to 2010. It describes the early prototypes in the late 1960s and key consoles of each decade such as the Magnavox Odyssey, Atari 2600, Nintendo NES, Super Nintendo, PlayStation, Nintendo 64, Dreamcast, GameCube, Xbox, PlayStation 3 and Wii. It highlights technological advances like improved graphics, sound, color and the introduction of cartridges. Major industry players like Nintendo, Sony and Microsoft are discussed as they released consoles in each generation battling for market share.
This document provides an overview of personal computer games and various video game platforms, including Playstation 1-3, Xbox 360, Nintendo Wii, and others. It discusses some popular games for different consoles like Mercenaries 2 and God of War 2 for PS2, and Ace Combat 6 for Xbox 360. The document also briefly describes each console generation from PS1 to PS3, Xbox to Xbox 360, and the Nintendo Wii.
The document provides an overview of computer games, including their history and development process. It discusses how computer games have evolved from simple arcade games to complex works that can be played on personal computers. The development process involves design, research, development, implementation, and testing phases with input from programmers, artists, musicians and more. It also outlines common game types and the hardware, software and networking used to play computer games.
Video game-powerpoint-1195497149396174-5Aigerisimus
The document discusses the history and evolution of video games from the 1970s to present day. It describes early games like Spacewar! and the rise of arcade games. The growth of the home video game market is examined along with the crash of 1983 and Nintendo's revival of the industry. Various game consoles are also mentioned including Atari, Nintendo, Sega, Sony PlayStation, and Microsoft Xbox. Handheld gaming devices like the Game Boy are also summarized.
The document provides a history of major video game consoles and companies from their origins in the late 1800s to the mid 2000s. It notes that Nintendo originally produced playing cards in 1889 while Sony started as an electronics company in 1947. Some of the earliest interactive games were developed in the 1950s-60s and the first home console was the Magnavox Odyssey in 1972. The document then highlights the introduction of iconic consoles like the Atari 2600, Intellivision, NES, Genesis, SNES, N64, PlayStation and others along with popular games and release details.
The document summarizes the evolution of video game consoles from their origins with the Magnavox Odyssey in 1972 to modern consoles. It describes key developments like the transition from printed circuit boards to cartridges to CDs, the addition of color and online capabilities. The document also notes that by 2012, it is estimated that 190 million households will own a next generation console, and that the average gamer is now 35 years old having played for 13 years.
Video games have evolved greatly since the first popular game Spacewar! in the 1960s. Early arcade games inserted coins for play and became a mainstream phenomenon. The industry crashed in 1983 due to oversaturation but was revived by the Nintendo Entertainment System. Consoles continued advancing through generations from Atari and Nintendo to Sony, Microsoft and modern VR/AR games. Handheld gaming also evolved from the original Game Boy to modern tablets and phones. While gaming brings many people enjoyment, overuse can become an addiction impacting real world relationships and responsibilities.
This document provides an overview of gaming consoles, including their history, components, popular current models from Sony, Microsoft and Nintendo, and comparisons between the PS4 and Xbox One. It discusses the basic components of a gaming console, including user controls, CPU, RAM, storage and video/audio output. The document also outlines some advantages and disadvantages of gaming consoles compared to PCs in terms of graphics, customization and exclusives. In conclusion, it states that gaming consoles are generally a better long-term option for gaming due to their dedicated design, and that gaming drives technology requirements in areas like graphics and storage.
This document summarizes the history of home game consoles from 1968 to 2010. It describes the early prototypes in the late 1960s and key consoles of each decade such as the Magnavox Odyssey, Atari 2600, Nintendo NES, Super Nintendo, PlayStation, Nintendo 64, Dreamcast, GameCube, Xbox, PlayStation 3 and Wii. It highlights technological advances like improved graphics, sound, color and the introduction of cartridges. Major industry players like Nintendo, Sony and Microsoft are discussed as they released consoles in each generation battling for market share.
This document provides an overview of personal computer games and various video game platforms, including Playstation 1-3, Xbox 360, Nintendo Wii, and others. It discusses some popular games for different consoles like Mercenaries 2 and God of War 2 for PS2, and Ace Combat 6 for Xbox 360. The document also briefly describes each console generation from PS1 to PS3, Xbox to Xbox 360, and the Nintendo Wii.
The document provides an overview of computer games, including their history and development process. It discusses how computer games have evolved from simple arcade games to complex works that can be played on personal computers. The development process involves design, research, development, implementation, and testing phases with input from programmers, artists, musicians and more. It also outlines common game types and the hardware, software and networking used to play computer games.
Video game-powerpoint-1195497149396174-5Aigerisimus
The document discusses the history and evolution of video games from the 1970s to present day. It describes early games like Spacewar! and the rise of arcade games. The growth of the home video game market is examined along with the crash of 1983 and Nintendo's revival of the industry. Various game consoles are also mentioned including Atari, Nintendo, Sega, Sony PlayStation, and Microsoft Xbox. Handheld gaming devices like the Game Boy are also summarized.
The document provides a history of major video game consoles and companies from their origins in the late 1800s to the mid 2000s. It notes that Nintendo originally produced playing cards in 1889 while Sony started as an electronics company in 1947. Some of the earliest interactive games were developed in the 1950s-60s and the first home console was the Magnavox Odyssey in 1972. The document then highlights the introduction of iconic consoles like the Atari 2600, Intellivision, NES, Genesis, SNES, N64, PlayStation and others along with popular games and release details.
The document summarizes the evolution of video game consoles from their origins with the Magnavox Odyssey in 1972 to modern consoles. It describes key developments like the transition from printed circuit boards to cartridges to CDs, the addition of color and online capabilities. The document also notes that by 2012, it is estimated that 190 million households will own a next generation console, and that the average gamer is now 35 years old having played for 13 years.
Video games have evolved greatly since the first popular game Spacewar! in the 1960s. Early arcade games inserted coins for play and became a mainstream phenomenon. The industry crashed in 1983 due to oversaturation but was revived by the Nintendo Entertainment System. Consoles continued advancing through generations from Atari and Nintendo to Sony, Microsoft and modern VR/AR games. Handheld gaming also evolved from the original Game Boy to modern tablets and phones. While gaming brings many people enjoyment, overuse can become an addiction impacting real world relationships and responsibilities.
This document provides an overview of gaming consoles, including their history, components, popular current models from Sony, Microsoft and Nintendo, and comparisons between the PS4 and Xbox One. It discusses the basic components of a gaming console, including user controls, CPU, RAM, storage and video/audio output. The document also outlines some advantages and disadvantages of gaming consoles compared to PCs in terms of graphics, customization and exclusives. In conclusion, it states that gaming consoles are generally a better long-term option for gaming due to their dedicated design, and that gaming drives technology requirements in areas like graphics and storage.
Hi there !
This Is A SLide of 15-16 And A Brief Comparison And Details About the Gaming COnsoles From The 90's to 2013.
It's Got Good Audio,Design and has Animations Too.. :)
The document discusses the history of video game consoles through their generations and provides details about the Xbox 360, PlayStation 3, and Wii consoles. It describes the Xbox 360's launch in 2005 and features like Xbox Live. It outlines the PlayStation 3's release in 2006 and components such as its Blu-ray drive and PlayStation Network. It also explains the Wii's 2006 launch, motion-sensing controller, and surpassing of other consoles in sales by 2008.
This document traces the history of major developments in video games from 1952 to 2010. It highlights some of the earliest computer games created in the 1950s, the release of iconic games like Pong in 1972, the launch of pioneering consoles like the Nintendo Entertainment System in 1986, and the introduction of motion control and 3D gaming in the 2000s. New technologies and platforms helped establish gaming as a mainstream form of entertainment over several decades.
This document discusses gaming on consoles and PCs. It provides a brief history of gaming consoles, listing some of the most popular consoles such as the PS1-3, Xbox 360, and Wii. It notes that PCs have more powerful graphics cards and processors than consoles. While PCs are more expensive, they are upgradeable and have maximum performance, whereas consoles have lower graphics and limited performance but are cheaper. Both have advantages and disadvantages for gamers.
This document summarizes the history and generations of gaming consoles from the 1970s to present. It discusses the first generation consoles including the Magnavox Odyssey and Atari Pong in the 1970s. Subsequent generations saw the rise of cartridge-based systems in the 1980s from companies like Nintendo, integration of CD-ROMs and DVDs in the 1990s-2000s, and current high definition consoles from Microsoft, Sony, and Nintendo that support Blu-ray discs. Each new generation brought technological advancements in graphics, storage, and online capabilities. Gaming consoles have evolved from single purpose devices to versatile home entertainment systems.
The document discusses the early history of electronic and computer games. It describes the first computer game created in 1952 by A.S. Douglas, a tic-tac-toe game programmed on the EDSAC computer. It then discusses "Tennis for Two", created in 1958 by William Higinbotham, considered one of the earliest video games. Finally, it summarizes the development of arcade games in the 1970s including early hits like Computer Space, Pong, Asteroids, Space Invaders, Pac-Man, Centipede, and Donkey Kong.
Video games are electronic games that involve interaction with a user interface to generate visual feedback. They are played on various platforms like computers, consoles, and mobile devices. Over time, video games have evolved from simple arcade and console games to include different genres like casual, serious, and core games. They can provide entertainment but also convey information through genres like serious and tactical games. Video games now generate billions in annual sales worldwide.
Arcade games have evolved significantly since their debut in the 1970s. Originally featuring simple joystick controls, modern arcade games offer HD graphics and multi-button controllers. Consoles also have advanced greatly over time, becoming more affordable and offering larger storage capacities with each new generation. PC gaming allows for customizable high-end experiences but at higher prices. Finally, handheld devices now provide portable gaming with Bluetooth, WiFi, large storage, and high-resolution graphics.
This document provides an overview of gaming, including the definition of a game, genres of games, the origins of gaming and consoles. It discusses early games from the 1940s and 1950s, the first home console (Magnavox Odyssey) and important consoles like Atari 2600, PlayStation 3 and Xbox 360. Mobile gaming and popular mobile games are also covered. The advantages of gaming such as improved skills are contrasted with potential disadvantages like aggressive behavior.
The document outlines the history and development of early video games from 1962-1985. It notes that Steve Russell invented the first computer-based video game, Spacewar!, in 1962. In the 1970s, Nolan Bushnell and Ted Dabney programmed the first arcade machine. Atari then released several consoles including Pong in 1975 and the Atari 2600 in 1977, making video games hugely popular. Ralph Baer also created the Magnavox Odyssey home console in 1972, and first generation consoles included the Atari 2600 and Nintendo Entertainment System.
Hi there, this is a PowerPoint presentation on Gaming technology. Feel free to use it for education and presentation purposes. Follow me on Instagram.
Id:thunderbird_boy99
The document discusses the history and components of various video game consoles from 1971 to the present. It describes early consoles like the Magnavox Odyssey, the Atari Pong, and the Nintendo Entertainment System. Modern consoles covered include the Microsoft Xbox, Nintendo GameCube, Sega Dreamcast, Sony PlayStation, and PlayStation 2/3/4. For each console, it discusses the hardware specifications, controllers, popular games, and impact on the gaming industry.
This document outlines the timeline of major video game consoles released from 1960-2009. It lists over 100 consoles across 5 decades, beginning with the Magnavox Odyssey in the early 1970s and the Brown Box prototype in the 1960s. Major consoles of the 1970s included the Atari 2600 and early Nintendo systems. The 1980s saw the rise of the NES, Master System, and other 8-bit consoles. The 16-bit era began in the 1990s with the SNES and Genesis, while the 2000s featured the PlayStation 2, Xbox, Wii and other high definition systems.
This document provides an overview and comparison of the PlayStation 3, Xbox 360, and Nintendo Wii gaming consoles. It describes the key features of each system, including the PS3's Cell processor and Blu-ray support, Xbox 360's hard drive and Xbox Live service, and the Wii's motion controllers and accessibility. The advantages of each console are summarized as the PS3's power and Home service, Xbox 360's larger online community and exclusives, and the Wii's low cost, new gameplay, and family-friendly focus. The document concludes that while upgrading a PC can be cheaper, the console experience is significantly different.
This document provides an overview of gaming consoles, including their history, components, major models, and the global and Indian gaming industry. It discusses how the first gaming consoles like the Magnavox Odyssey and Atari Pong emerged in the 1970s. Major console generations are outlined from the 1980s to today. Current major consoles include the Nintendo Wii, Sony PS3, and Microsoft Xbox 360. The gaming industry globally was worth $31 billion in 2011 and is projected to be worth $43 billion by 2015. India's gaming industry is also growing but remains nascent, providing development outsourcing services worldwide.
The document outlines the history of video games from 1958 to 2020 through key events and releases. It describes the creation of the first video game in 1958, the first interactive computer game in 1961, and the first arcade and home video game systems in the early 1970s created by Nolan Bushnell and Ted Dabney. Major console releases are highlighted from Atari in the 1970s, Nintendo in the 1980s, and Sony and Microsoft in the 1990s-2010s. Popular games such as Tetris, Super Mario Bros., Grand Theft Auto, and Skyrim are also mentioned. The timeline shows the evolution of gaming from the earliest experiments to a major global industry.
Mobile game revenue grew from $4 billion in 2006 to $10 billion in 2010 according to Juniper Research, driven by factors like the recession, cheap mobile phone prices, and widespread availability of phones. Juniper Research forecasts that the mobile game industry will continue strong growth over the next few years, with revenue increasing by 42% in 2010, 31% in 2011, and 26% in 2012, as the share of mobile subscribers playing games increases globally and new monetization models are adopted that leverage voice minutes and on-device advertising.
How Real Does Business (Casual Connect Seattle 2008)Jeremy Snook
Presentation at Casual Connect Seattle in Seattle, WA, July 2008, by Jeremy Snook.
Presentation audio available at http://casualconnect.org/content/Seattle/2008/snooksea08.html.
Publisher Showdown (Casual Connect Europe 2009)Jeremy Snook
Panel presentation at Casual Connect Europe in Hamburg, Germany, February 2009. Panelists were Dan Prigg, Alla Khramtsova, Andy Hieke, Tony Leamer, and Lars Brubaker; moderated by Jeremy Snook.
Presentation audio available at http://casualconnect.org/content/europe/2009/publishershowdowneurope09.html.
Hi there !
This Is A SLide of 15-16 And A Brief Comparison And Details About the Gaming COnsoles From The 90's to 2013.
It's Got Good Audio,Design and has Animations Too.. :)
The document discusses the history of video game consoles through their generations and provides details about the Xbox 360, PlayStation 3, and Wii consoles. It describes the Xbox 360's launch in 2005 and features like Xbox Live. It outlines the PlayStation 3's release in 2006 and components such as its Blu-ray drive and PlayStation Network. It also explains the Wii's 2006 launch, motion-sensing controller, and surpassing of other consoles in sales by 2008.
This document traces the history of major developments in video games from 1952 to 2010. It highlights some of the earliest computer games created in the 1950s, the release of iconic games like Pong in 1972, the launch of pioneering consoles like the Nintendo Entertainment System in 1986, and the introduction of motion control and 3D gaming in the 2000s. New technologies and platforms helped establish gaming as a mainstream form of entertainment over several decades.
This document discusses gaming on consoles and PCs. It provides a brief history of gaming consoles, listing some of the most popular consoles such as the PS1-3, Xbox 360, and Wii. It notes that PCs have more powerful graphics cards and processors than consoles. While PCs are more expensive, they are upgradeable and have maximum performance, whereas consoles have lower graphics and limited performance but are cheaper. Both have advantages and disadvantages for gamers.
This document summarizes the history and generations of gaming consoles from the 1970s to present. It discusses the first generation consoles including the Magnavox Odyssey and Atari Pong in the 1970s. Subsequent generations saw the rise of cartridge-based systems in the 1980s from companies like Nintendo, integration of CD-ROMs and DVDs in the 1990s-2000s, and current high definition consoles from Microsoft, Sony, and Nintendo that support Blu-ray discs. Each new generation brought technological advancements in graphics, storage, and online capabilities. Gaming consoles have evolved from single purpose devices to versatile home entertainment systems.
The document discusses the early history of electronic and computer games. It describes the first computer game created in 1952 by A.S. Douglas, a tic-tac-toe game programmed on the EDSAC computer. It then discusses "Tennis for Two", created in 1958 by William Higinbotham, considered one of the earliest video games. Finally, it summarizes the development of arcade games in the 1970s including early hits like Computer Space, Pong, Asteroids, Space Invaders, Pac-Man, Centipede, and Donkey Kong.
Video games are electronic games that involve interaction with a user interface to generate visual feedback. They are played on various platforms like computers, consoles, and mobile devices. Over time, video games have evolved from simple arcade and console games to include different genres like casual, serious, and core games. They can provide entertainment but also convey information through genres like serious and tactical games. Video games now generate billions in annual sales worldwide.
Arcade games have evolved significantly since their debut in the 1970s. Originally featuring simple joystick controls, modern arcade games offer HD graphics and multi-button controllers. Consoles also have advanced greatly over time, becoming more affordable and offering larger storage capacities with each new generation. PC gaming allows for customizable high-end experiences but at higher prices. Finally, handheld devices now provide portable gaming with Bluetooth, WiFi, large storage, and high-resolution graphics.
This document provides an overview of gaming, including the definition of a game, genres of games, the origins of gaming and consoles. It discusses early games from the 1940s and 1950s, the first home console (Magnavox Odyssey) and important consoles like Atari 2600, PlayStation 3 and Xbox 360. Mobile gaming and popular mobile games are also covered. The advantages of gaming such as improved skills are contrasted with potential disadvantages like aggressive behavior.
The document outlines the history and development of early video games from 1962-1985. It notes that Steve Russell invented the first computer-based video game, Spacewar!, in 1962. In the 1970s, Nolan Bushnell and Ted Dabney programmed the first arcade machine. Atari then released several consoles including Pong in 1975 and the Atari 2600 in 1977, making video games hugely popular. Ralph Baer also created the Magnavox Odyssey home console in 1972, and first generation consoles included the Atari 2600 and Nintendo Entertainment System.
Hi there, this is a PowerPoint presentation on Gaming technology. Feel free to use it for education and presentation purposes. Follow me on Instagram.
Id:thunderbird_boy99
The document discusses the history and components of various video game consoles from 1971 to the present. It describes early consoles like the Magnavox Odyssey, the Atari Pong, and the Nintendo Entertainment System. Modern consoles covered include the Microsoft Xbox, Nintendo GameCube, Sega Dreamcast, Sony PlayStation, and PlayStation 2/3/4. For each console, it discusses the hardware specifications, controllers, popular games, and impact on the gaming industry.
This document outlines the timeline of major video game consoles released from 1960-2009. It lists over 100 consoles across 5 decades, beginning with the Magnavox Odyssey in the early 1970s and the Brown Box prototype in the 1960s. Major consoles of the 1970s included the Atari 2600 and early Nintendo systems. The 1980s saw the rise of the NES, Master System, and other 8-bit consoles. The 16-bit era began in the 1990s with the SNES and Genesis, while the 2000s featured the PlayStation 2, Xbox, Wii and other high definition systems.
This document provides an overview and comparison of the PlayStation 3, Xbox 360, and Nintendo Wii gaming consoles. It describes the key features of each system, including the PS3's Cell processor and Blu-ray support, Xbox 360's hard drive and Xbox Live service, and the Wii's motion controllers and accessibility. The advantages of each console are summarized as the PS3's power and Home service, Xbox 360's larger online community and exclusives, and the Wii's low cost, new gameplay, and family-friendly focus. The document concludes that while upgrading a PC can be cheaper, the console experience is significantly different.
This document provides an overview of gaming consoles, including their history, components, major models, and the global and Indian gaming industry. It discusses how the first gaming consoles like the Magnavox Odyssey and Atari Pong emerged in the 1970s. Major console generations are outlined from the 1980s to today. Current major consoles include the Nintendo Wii, Sony PS3, and Microsoft Xbox 360. The gaming industry globally was worth $31 billion in 2011 and is projected to be worth $43 billion by 2015. India's gaming industry is also growing but remains nascent, providing development outsourcing services worldwide.
The document outlines the history of video games from 1958 to 2020 through key events and releases. It describes the creation of the first video game in 1958, the first interactive computer game in 1961, and the first arcade and home video game systems in the early 1970s created by Nolan Bushnell and Ted Dabney. Major console releases are highlighted from Atari in the 1970s, Nintendo in the 1980s, and Sony and Microsoft in the 1990s-2010s. Popular games such as Tetris, Super Mario Bros., Grand Theft Auto, and Skyrim are also mentioned. The timeline shows the evolution of gaming from the earliest experiments to a major global industry.
Mobile game revenue grew from $4 billion in 2006 to $10 billion in 2010 according to Juniper Research, driven by factors like the recession, cheap mobile phone prices, and widespread availability of phones. Juniper Research forecasts that the mobile game industry will continue strong growth over the next few years, with revenue increasing by 42% in 2010, 31% in 2011, and 26% in 2012, as the share of mobile subscribers playing games increases globally and new monetization models are adopted that leverage voice minutes and on-device advertising.
How Real Does Business (Casual Connect Seattle 2008)Jeremy Snook
Presentation at Casual Connect Seattle in Seattle, WA, July 2008, by Jeremy Snook.
Presentation audio available at http://casualconnect.org/content/Seattle/2008/snooksea08.html.
Publisher Showdown (Casual Connect Europe 2009)Jeremy Snook
Panel presentation at Casual Connect Europe in Hamburg, Germany, February 2009. Panelists were Dan Prigg, Alla Khramtsova, Andy Hieke, Tony Leamer, and Lars Brubaker; moderated by Jeremy Snook.
Presentation audio available at http://casualconnect.org/content/europe/2009/publishershowdowneurope09.html.
Panel presentation at Casual Connect Seattle in Seattle, WA, July 2009. Panelists were Dan Prigg, CJ Wolf, Lloyd Melnick, Tony Leamer, and Craig Bocks; moderated by Jeremy Snook.
Presentation audio available at http://casualconnect.org/content/Seattle/2009/publishershowdownseattle09.html.
Reputation & Recognition: Education and Recommendations for FlipTheMedia.comJeremy Snook
This is the presentation used for a group project for COM 591: Reputation & Recognition (Fall ‘08) in the University of Washington’s MCDM program. Group members were Mark Shea, Jeremy Snook, Ivan Sydorenko, and Randa Williams.
This is the presentation used for a small group (”mini-squad”) project for COM 547: Communication in Video Games and Virtual Worlds (Spring ‘09) in the University of Washington’s MCDM program. Group members were Jeremy Snook and Mary Janisch.
This is the presentation used for a group (”squad”) project for COM 547: Communication in Video Games and Virtual Worlds (Spring ‘09) in the University of Washington’s MCDM program. Group members were Nicole Pairlee, Rita Rogers, Jeremy Snook and Chao-Wei Wu.
This presentation includes basic of PCOS their pathology and treatment and also Ayurveda correlation of PCOS and Ayurvedic line of treatment mentioned in classics.
ISO/IEC 27001, ISO/IEC 42001, and GDPR: Best Practices for Implementation and...PECB
Denis is a dynamic and results-driven Chief Information Officer (CIO) with a distinguished career spanning information systems analysis and technical project management. With a proven track record of spearheading the design and delivery of cutting-edge Information Management solutions, he has consistently elevated business operations, streamlined reporting functions, and maximized process efficiency.
Certified as an ISO/IEC 27001: Information Security Management Systems (ISMS) Lead Implementer, Data Protection Officer, and Cyber Risks Analyst, Denis brings a heightened focus on data security, privacy, and cyber resilience to every endeavor.
His expertise extends across a diverse spectrum of reporting, database, and web development applications, underpinned by an exceptional grasp of data storage and virtualization technologies. His proficiency in application testing, database administration, and data cleansing ensures seamless execution of complex projects.
What sets Denis apart is his comprehensive understanding of Business and Systems Analysis technologies, honed through involvement in all phases of the Software Development Lifecycle (SDLC). From meticulous requirements gathering to precise analysis, innovative design, rigorous development, thorough testing, and successful implementation, he has consistently delivered exceptional results.
Throughout his career, he has taken on multifaceted roles, from leading technical project management teams to owning solutions that drive operational excellence. His conscientious and proactive approach is unwavering, whether he is working independently or collaboratively within a team. His ability to connect with colleagues on a personal level underscores his commitment to fostering a harmonious and productive workplace environment.
Date: May 29, 2024
Tags: Information Security, ISO/IEC 27001, ISO/IEC 42001, Artificial Intelligence, GDPR
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Training: ISO/IEC 27001 Information Security Management System - EN | PECB
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For more information about PECB:
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Slideshare: http://www.slideshare.net/PECBCERTIFICATION
LAND USE LAND COVER AND NDVI OF MIRZAPUR DISTRICT, UPRAHUL
This Dissertation explores the particular circumstances of Mirzapur, a region located in the
core of India. Mirzapur, with its varied terrains and abundant biodiversity, offers an optimal
environment for investigating the changes in vegetation cover dynamics. Our study utilizes
advanced technologies such as GIS (Geographic Information Systems) and Remote sensing to
analyze the transformations that have taken place over the course of a decade.
The complex relationship between human activities and the environment has been the focus
of extensive research and worry. As the global community grapples with swift urbanization,
population expansion, and economic progress, the effects on natural ecosystems are becoming
more evident. A crucial element of this impact is the alteration of vegetation cover, which plays a
significant role in maintaining the ecological equilibrium of our planet.Land serves as the foundation for all human activities and provides the necessary materials for
these activities. As the most crucial natural resource, its utilization by humans results in different
'Land uses,' which are determined by both human activities and the physical characteristics of the
land.
The utilization of land is impacted by human needs and environmental factors. In countries
like India, rapid population growth and the emphasis on extensive resource exploitation can lead
to significant land degradation, adversely affecting the region's land cover.
Therefore, human intervention has significantly influenced land use patterns over many
centuries, evolving its structure over time and space. In the present era, these changes have
accelerated due to factors such as agriculture and urbanization. Information regarding land use and
cover is essential for various planning and management tasks related to the Earth's surface,
providing crucial environmental data for scientific, resource management, policy purposes, and
diverse human activities.
Accurate understanding of land use and cover is imperative for the development planning
of any area. Consequently, a wide range of professionals, including earth system scientists, land
and water managers, and urban planners, are interested in obtaining data on land use and cover
changes, conversion trends, and other related patterns. The spatial dimensions of land use and
cover support policymakers and scientists in making well-informed decisions, as alterations in
these patterns indicate shifts in economic and social conditions. Monitoring such changes with the
help of Advanced technologies like Remote Sensing and Geographic Information Systems is
crucial for coordinated efforts across different administrative levels. Advanced technologies like
Remote Sensing and Geographic Information Systems
9
Changes in vegetation cover refer to variations in the distribution, composition, and overall
structure of plant communities across different temporal and spatial scales. These changes can
occur natural.
How to Build a Module in Odoo 17 Using the Scaffold MethodCeline George
Odoo provides an option for creating a module by using a single line command. By using this command the user can make a whole structure of a module. It is very easy for a beginner to make a module. There is no need to make each file manually. This slide will show how to create a module using the scaffold method.
A workshop hosted by the South African Journal of Science aimed at postgraduate students and early career researchers with little or no experience in writing and publishing journal articles.
2. Casual Games Overview Emerged in 2000 – 2001 Early games include Bejeweled, Scrabble, Super Collapse! 500 games released in 20071 $2.25 billionin revenue in 20072 Traditional games / media companies now entering space (EA, MTV, Google) 1 – source: Casual Games Association 2 – source: Pearl Research, Screen Digest, CGA *
3. Issue 1 – Piracy Theft – Taking released version & replacing distributor’s “splash” screen, then redistributing; eBay CD-Rs Cracks – Redistribution of DRM-bypassed builds Hacks – Descriptions of how to bypass protections Keygens – Programs that generate illegitimate-yet-functional registration codes
5. Issue 2 – Infringement Code Theft – Using underlying code w/ new assets, intentional or not (usually black & white) Cloning– Mimicking gameplay with zero innovation (usually black & white) Not-Quite-Clones – Substantially similar games (gray & subjective) *
8. Possible Solutions DRM wrappers Usually hacked within day of updating Some allow developer to sink in additional triggers Bad build seeding of torrents Cease & desists International complexities (.ru websites) Infringement claims against developers *
9. Complications Who owns rights (who do you sue)? Depends on agreement… Full versions given away as demos Sheer volume of casual games websites Too many to regularly proactively monitor Tough to tell if a legit partner w/ syndication, affiliate, wholesale partners added daily Bandwidth of legal team *
10. Most Common Resolutions Tacit acceptance that piracy happens – “these customers wouldn’t buy it anyway” For infringement – usually amicable adjustments (name, key features), but with short time-to-market, best to focus on next game *
Editor's Notes
500 games – games can take as short as 2-3 months to reach market, out to 18 months. Average around 6 months.
Cate West – The Vanishing FilesReleased on Real’s w/w service in Feb 2008
Code Theft – reuse of assets by audio contractors – “that’s the music we licensed from this guy, which he re-sold you”
Would be easy to talk about the similarities in these case studies for an hour, but here’s a quick rundown: - Seating customers at a restaurant, serving them food - Notice queues, hearts, order placards on tables
Even closer – - Match-3 mechanic coupled with delivering orders to customers - Note screen layout – queue, board, orders, counter, setting (tiles, door), clock - Name! - Even other websites promoting them together
DRM – TryMedia and DragonStone tech – if build altered, game creates a 1000-HP monster on level 2 (can’t get past), but this penalizes customer.Torrent seeding – viable for $10MM core game in a market that releases fewer games, but cost to seed multiple weekly releases = prohibitive
Rights – who do you sue? RN agreements – dev owns rights (and RN is indemnified), while other pubs own IPFull versions – Since we rely on “try before you buy” w/ DRM, hacking the protection yields full game, as opposed to a stripped-down demo version like core or console market. Necessity of market, though – cust doesn’t want to wait to download the full version after they buy.
Piracy – go after egregious offenders, or those brought to our attention